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authorRémi Verschelde <rverschelde@gmail.com>2017-08-27 21:07:15 +0200
committerRémi Verschelde <rverschelde@gmail.com>2017-08-27 22:13:45 +0200
commit7ad14e7a3e6f87ddc450f7e34621eb5200808451 (patch)
tree8804d0dd24cc126087462edfbbbf73ed61b56b0e /drivers/gles2/shaders/canvas.glsl
parent37da8155a4500a9386027b4d791a86186bc7ab4a (diff)
Dead code tells no tales
Diffstat (limited to 'drivers/gles2/shaders/canvas.glsl')
-rw-r--r--drivers/gles2/shaders/canvas.glsl391
1 files changed, 0 insertions, 391 deletions
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
deleted file mode 100644
index 4b8c553b60..0000000000
--- a/drivers/gles2/shaders/canvas.glsl
+++ /dev/null
@@ -1,391 +0,0 @@
-[vertex]
-
-#ifdef USE_GLES_OVER_GL
-#define mediump
-#define highp
-#else
-precision mediump float;
-precision mediump int;
-#endif
-
-uniform highp mat4 projection_matrix;
-uniform highp mat4 modelview_matrix;
-uniform highp mat4 extra_matrix;
-attribute highp vec3 vertex; // attrib:0
-attribute vec4 color_attrib; // attrib:3
-attribute highp vec2 uv_attrib; // attrib:4
-
-varying vec2 uv_interp;
-varying vec4 color_interp;
-
-#if defined(USE_TIME)
-uniform float time;
-#endif
-
-
-#ifdef USE_LIGHTING
-
-uniform highp mat4 light_matrix;
-uniform highp mat4 light_local_matrix;
-uniform vec2 light_pos;
-varying vec4 light_uv_interp;
-
-varying vec4 local_rot;
-uniform vec2 normal_flip;
-
-#ifdef USE_SHADOWS
-varying highp vec2 pos;
-#endif
-
-#endif
-
-#if defined(ENABLE_VAR1_INTERP)
-varying vec4 var1_interp;
-#endif
-
-#if defined(ENABLE_VAR2_INTERP)
-varying vec4 var2_interp;
-#endif
-
-//uniform bool snap_pixels;
-
-VERTEX_SHADER_GLOBALS
-
-void main() {
-
- color_interp = color_attrib;
- uv_interp = uv_attrib;
- highp vec4 outvec = vec4(vertex, 1.0);
-{
- vec2 src_vtx=outvec.xy;
-VERTEX_SHADER_CODE
-
-}
-#if !defined(USE_WORLD_VEC)
- outvec = extra_matrix * outvec;
- outvec = modelview_matrix * outvec;
-#endif
-
-
-
-#ifdef USE_PIXEL_SNAP
-
- outvec.xy=floor(outvec.xy+0.5);
-#endif
-
-
- gl_Position = projection_matrix * outvec;
-
-#ifdef USE_LIGHTING
-
- light_uv_interp.xy = (light_matrix * outvec).xy;
- light_uv_interp.zw =(light_local_matrix * outvec).xy;
-#ifdef USE_SHADOWS
- pos=outvec.xy;
-#endif
-
- local_rot.xy=normalize( (modelview_matrix * ( extra_matrix * vec4(1.0,0.0,0.0,0.0) )).xy )*normal_flip.x;
- local_rot.zw=normalize( (modelview_matrix * ( extra_matrix * vec4(0.0,1.0,0.0,0.0) )).xy )*normal_flip.y;
-
-#endif
-
-}
-
-[fragment]
-
-#ifdef USE_GLES_OVER_GL
-#define mediump
-#define highp
-#else
-precision mediump float;
-precision mediump int;
-#endif
-
-
-uniform sampler2D texture; // texunit:0
-uniform sampler2D normal_texture; // texunit:0
-
-varying vec2 uv_interp;
-varying vec4 color_interp;
-
-#ifdef MOMO
-
-#endif
-
-#if defined(ENABLE_SCREEN_UV)
-
-uniform vec2 screen_uv_mult;
-
-#endif
-
-#if defined(ENABLE_TEXSCREEN)
-
-uniform vec2 texscreen_screen_mult;
-uniform vec4 texscreen_screen_clamp;
-uniform sampler2D texscreen_tex;
-
-#endif
-
-
-#if defined(ENABLE_VAR1_INTERP)
-varying vec4 var1_interp;
-#endif
-
-#if defined(ENABLE_VAR2_INTERP)
-varying vec4 var2_interp;
-#endif
-
-#if defined(USE_TIME)
-uniform float time;
-#endif
-
-#ifdef USE_MODULATE
-
-uniform vec4 modulate;
-
-#endif
-
-#ifdef USE_LIGHTING
-
-uniform sampler2D light_texture;
-uniform vec4 light_color;
-uniform vec4 light_shadow_color;
-uniform float light_height;
-varying vec4 light_uv_interp;
-uniform float light_outside_alpha;
-
-varying vec4 local_rot;
-
-#ifdef USE_SHADOWS
-
-uniform highp sampler2D shadow_texture;
-uniform float shadow_attenuation;
-
-uniform highp mat4 shadow_matrix;
-varying highp vec2 pos;
-uniform float shadowpixel_size;
-
-#ifdef SHADOW_ESM
-uniform float shadow_esm_multiplier;
-#endif
-
-#endif
-
-#endif
-
-#if defined(USE_TEXPIXEL_SIZE)
-uniform vec2 texpixel_size;
-#endif
-
-
-FRAGMENT_SHADER_GLOBALS
-
-
-void main() {
-
- vec4 color = color_interp;
-
-#ifdef USE_DISTANCE_FIELD
- const float smoothing = 1.0/32.0;
- float distance = textureLod(texture, uv_interp,0.0).a;
- color.a = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance) * color.a;
-#else
- color *= texture2D( texture, uv_interp );
-
-#endif
-
- vec3 normal;
- normal.xy = textureLod( normal_texture, uv_interp, 0.0 ).xy * 2.0 - 1.0;
- normal.z = sqrt(1.0-dot(normal.xy,normal.xy));
-
-#if defined(ENABLE_SCREEN_UV)
- vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult;
-#endif
-
-
-{
-#if defined(USE_NORMALMAP)
- vec3 normal_map=vec3(0.0,0.0,1.0);
- float normal_depth=1.0;
-#endif
-
-FRAGMENT_SHADER_CODE
-
-#if defined(USE_NORMALMAP)
- normal = mix(vec3(0.0,0.0,1.0), normal_map * vec3(2.0,-2.0,1.0) - vec3( 1.0, -1.0, 0.0 ), normal_depth );
-#endif
-
-}
-#ifdef DEBUG_ENCODED_32
- highp float enc32 = dot( color,highp vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) );
- color = vec4(vec3(enc32),1.0);
-#endif
-
-#ifdef USE_MODULATE
-
- color*=modulate;
-#endif
-
-
-#ifdef USE_LIGHTING
-
- vec2 light_vec = light_uv_interp.zw;; //for shadow and normal mapping
-
- normal.xy = mat2(local_rot.xy,local_rot.zw) * normal.xy;
-
- float att=1.0;
-
- vec2 light_uv = light_uv_interp.xy;
- vec4 light = texture2D(light_texture,light_uv) * light_color;
-#if defined(USE_OUTPUT_SHADOW_COLOR)
- vec4 shadow_color=vec4(0.0,0.0,0.0,0.0);
-#endif
-
- if (any(lessThan(light_uv_interp.xy,vec2(0.0,0.0))) || any(greaterThanEqual(light_uv_interp.xy,vec2(1.0,1.0)))) {
- color.a*=light_outside_alpha; //invisible
-
- } else {
-
-#if defined(USE_LIGHT_SHADER_CODE)
-//light is written by the light shader
- {
- vec4 light_out=light*color;
-LIGHT_SHADER_CODE
- color=light_out;
- }
-
-#else
-
- vec3 light_normal = normalize(vec3(light_vec,-light_height));
- light*=max(dot(-light_normal,normal),0.0);
-
- color*=light;
-/*
-#ifdef USE_NORMAL
- color.xy=local_rot.xy;//normal.xy;
- color.zw=vec2(0.0,1.0);
-#endif
-*/
-
-//light shader code
-#endif
-
-
-#ifdef USE_SHADOWS
-
- float angle_to_light = -atan(light_vec.x,light_vec.y);
- float PI = 3.14159265358979323846264;
- /*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays
- float ang*/
-
- float su,sz;
-
- float abs_angle = abs(angle_to_light);
- vec2 point;
- float sh;
- if (abs_angle<45.0*PI/180.0) {
- point = light_vec;
- sh=0.0+(1.0/8.0);
- } else if (abs_angle>135.0*PI/180.0) {
- point = -light_vec;
- sh = 0.5+(1.0/8.0);
- } else if (angle_to_light>0.0) {
-
- point = vec2(light_vec.y,-light_vec.x);
- sh = 0.25+(1.0/8.0);
- } else {
-
- point = vec2(-light_vec.y,light_vec.x);
- sh = 0.75+(1.0/8.0);
-
- }
-
-
- highp vec4 s = shadow_matrix * vec4(point,0.0,1.0);
- s.xyz/=s.w;
- su=s.x*0.5+0.5;
- sz=s.z*0.5+0.5;
-
- highp float shadow_attenuation=0.0;
-
-#ifdef USE_DEPTH_SHADOWS
-
-#define SHADOW_DEPTH(m_tex,m_uv) (texture2D((m_tex),(m_uv)).r)
-
-#else
-
-//#define SHADOW_DEPTH(m_tex,m_uv) dot(texture2D((m_tex),(m_uv)),highp vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) )
-#define SHADOW_DEPTH(m_tex,m_uv) dot(texture2D((m_tex),(m_uv)),vec4(1.0 / (256.0 * 256.0 * 256.0),1.0 / (256.0 * 256.0),1.0 / 256.0,1) )
-
-#endif
-
-
-
-#ifdef SHADOW_PCF5
-
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su,sh))<sz?0.0:1.0;
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size,sh))<sz?0.0:1.0;
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*2.0,sh))<sz?0.0:1.0;
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size,sh))<sz?0.0:1.0;
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*2.0,sh))<sz?0.0:1.0;
- shadow_attenuation/=5.0;
-
-#endif
-
-#ifdef SHADOW_PCF13
-
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su,sh))<sz?0.0:1.0;
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size,sh))<sz?0.0:1.0;
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*2.0,sh))<sz?0.0:1.0;
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*3.0,sh))<sz?0.0:1.0;
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*4.0,sh))<sz?0.0:1.0;
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*5.0,sh))<sz?0.0:1.0;
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size*6.0,sh))<sz?0.0:1.0;
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*2.0,sh))<sz?0.0:1.0;
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*3.0,sh))<sz?0.0:1.0;
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*4.0,sh))<sz?0.0:1.0;
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*5.0,sh))<sz?0.0:1.0;
- shadow_attenuation += SHADOW_DEPTH(shadow_texture,vec2(su-shadowpixel_size*6.0,sh))<sz?0.0:1.0;
- shadow_attenuation/=13.0;
-
-#endif
-
-#ifdef SHADOW_ESM
-
-
- {
- float unnormalized = su/shadowpixel_size;
- float fractional = fract(unnormalized);
- unnormalized = floor(unnormalized);
- float zc = SHADOW_DEPTH(shadow_texture,vec2((unnormalized-0.5)*shadowpixel_size,sh));
- float zn = SHADOW_DEPTH(shadow_texture,vec2((unnormalized+0.5)*shadowpixel_size,sh));
- float z = mix(zc,zn,fractional);
- shadow_attenuation=clamp(exp(shadow_esm_multiplier* ( z - sz )),0.0,1.0);
- }
-
-#endif
-
-#if !defined(SHADOW_PCF5) && !defined(SHADOW_PCF13) && !defined(SHADOW_ESM)
-
- shadow_attenuation = SHADOW_DEPTH(shadow_texture,vec2(su+shadowpixel_size,sh))<sz?0.0:1.0;
-
-#endif
-
-#if defined(USE_OUTPUT_SHADOW_COLOR)
- color=mix(shadow_color,color,shadow_attenuation);
-#else
- //color*=shadow_attenuation;
- color=mix(light_shadow_color,color,shadow_attenuation);
-#endif
-//use shadows
-#endif
- }
-
-//use lighting
-#endif
- //color.rgb*=color.a;
- gl_FragColor = color;
-
-
-}
-